/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxImportUI.h
class UFbxImportUI : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser)
FString
AnimEndFrame
The fbx animation end frame
TObjectPtr< cla...
AnimSequenceImportData
Import data used when importing animations
FString
AnimStartFrame
The fbx animation start frame
bool
bAllowContentTypeImport
uint32:  1
bAutoComputeLodDistances
If checked, the editor will automatically compute screen size values for the static mesh's LODs.
bool
bAutomatedImportShouldDetectType
If true the automated import path should detect the import type.
uint32: 1
bCreatePhysicsAsset
If checked, create new PhysicsAsset if it doesn't have it
uint32: 1
bImportAnimations
True to import animations from the FBX File
bool
bImportAsSkeletal
Whether to import the incoming FBX as a skeletal object
uint32: 1
bImportMaterials
If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX scene
bool
bImportMesh
Whether to import the incoming FBX as a Subdivision Surface (could be made a combo box together with bImportAsSkeletal) (Experimental, Early work in progress) Whether to import the mesh.
uint32: 1
bImportRigidMesh
Enables importing of 'rigid skeletalmesh' (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes
uint32: 1
bImportTextures
Whether or not we should import textures.
bool
bIsObjImport
Whether or not the imported file is in OBJ format
bool
bIsReimport
Whether this UI is construct for a reimport
uint32: 1
bOverrideFullName
Use the string in "Name" field as full name of mesh.
uint32: 1
bResetToFbxOnMaterialConflict
If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict.
FString
FileAxisDirection
The file axis direction, up vector and hand
FString
FileCreator
The file creator information
FString
FileCreatorApplication
The file vendor information, software name and version that was use to create the file
FString
FileSampleRate
The fbx animation frame rate
FString
FileUnits
The file units
FString
FileVersion
FBX file informations Transient value that are set everytime we show the options dialog.
float
LodDistance0
Set a screen size value for LOD 0
float
LodDistance1
Set a screen size value for LOD 1
float
LodDistance2
Set a screen size value for LOD 2
float
LodDistance3
Set a screen size value for LOD 3
float
LodDistance4
Set a screen size value for LOD 4
float
LodDistance5
Set a screen size value for LOD 5
float
LodDistance6
Set a screen size value for LOD 6
float
LodDistance7
Set a screen size value for LOD 7
int32
LodNumber
Set the number of LODs for the editor to import.
ImportCompareHe...
MaterialCompareData
TEnumAsByte< en...
MeshTypeToImport
Type of asset to import from the FBX file
int32
MinimumLodNumber
Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.
FOnShowConflict...
OnShowMaterialConflictDialog
FOnShowConflict...
OnShowSkeletonConflictDialog
FOnUpdateCompar...
OnUpdateCompareFbx
TEnumAsByte< en...
OriginalImportType
The original detected type of this import
FString
OverrideAnimationName
Override for the name of the animation to import.
TObjectPtr< cla...
PhysicsAsset
If this is set, use this PhysicsAsset.
UObject*
ReimportMesh
When we are reimporting, we need the current object to preview skeleton and materials match issues.
TObjectPtr< cla...
SkeletalMeshImportData
Import data used when importing skeletal meshes
TObjectPtr< cla...
Skeleton
Skeleton to use for imported asset.
ImportCompareHe...
SkeletonCompareData
TObjectPtr< cla...
StaticMeshImportData
Import data used when importing static meshes
TObjectPtr< cla...
TextureImportData
Import data used when importing textures